attribute vec4 vPos;			//Vertex Position
attribute vec3 vNor;			//Vertex Normal
attribute vec2 vUV;				//Vertex UV Coordinates

varying vec3 objectNormal;


void main(void)
{    
	objectNormal = vNor;
	vec2 tUV = vUV * 2.0 - 1.0;
	gl_Position = vec4( tUV.xy , 0, 1.0 );	
}

